using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Jogo_Labirinto
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Model  robo;

        Vector3 posicaoCamera, posicaoRobo, posicaoAlvo;

        Matrix visao, projecao, mundoRobo;

        KeyboardState teclado;

        float rotacao;

        float velo;



       public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            posicaoCamera = new Vector3(10, 10, 0);
            posicaoAlvo = Vector3.Zero;
            posicaoRobo = Vector3.Zero;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            robo = Content.Load<Model>("robo");
         


            projecao = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(30),
                graphics.GraphicsDevice.Viewport.AspectRatio, 0.1f, 100.0f);


     




            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();


            teclado = Keyboard.GetState();

            if (teclado.IsKeyDown(Keys.W))
            {
                velo = -0.1f;
            }
            else if (teclado.IsKeyDown(Keys.S))
            {
                velo = 0.1f;
            }
            else
                 velo = 0;
            if (teclado.IsKeyDown(Keys.A))
            {
                rotacao += 0.1f;
            }
            else if (teclado.IsKeyDown(Keys.D))
            {
                rotacao -= 0.1f;
            }


            Vector3 novaPosicaoRobo=
                new Vector3(velo,0,0);

            posicaoRobo.Z += Vector3.Transform(novaPosicaoRobo,Matrix.CreateRotationY(rotacao)).Z;
            posicaoRobo.X += Vector3.Transform(novaPosicaoRobo,Matrix.CreateRotationY(rotacao)).X;


            posicaoCamera.Z += Vector3.Transform(novaPosicaoRobo, Matrix.CreateRotationY(rotacao)).Z;
            posicaoCamera.X += Vector3.Transform(novaPosicaoRobo, Matrix.CreateRotationY(rotacao)).X;


            posicaoAlvo.Z += Vector3.Transform(novaPosicaoRobo, Matrix.CreateRotationY(rotacao)).Z;
            posicaoAlvo.X += Vector3.Transform(novaPosicaoRobo, Matrix.CreateRotationY(rotacao)).X;





            mundoRobo = Matrix.CreateRotationY(rotacao)*
                Matrix.CreateTranslation(posicaoRobo);

            visao = Matrix.CreateLookAt(posicaoCamera,posicaoAlvo,Vector3.Up );

                       




            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            foreach (ModelMesh mesh in robo.Meshes)
            {
                foreach (BasicEffect efeito in mesh.Effects)
                {
                    efeito.EnableDefaultLighting();
                }

            }


            // TODO: Add your drawing code here

            robo.Draw(mundoRobo, visao, projecao);
            


            base.Draw(gameTime);
        }
    }
}
